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New training strategies and innovations for an evolving demographic Gamification

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New training strategies and innovations for an evolving demographic

Gamification

Gamification

20% of adults between 25 and 35 years of age worldwide spend an average of

20 hours a week playing in their free time

Gamification Gamification is the application of game-design elements and game principles in non-game contexts;

It improves:

1. user engagement

2. organizational productivity

3. flow

4. Learning

5. usefulness of systems

6. Ability to comprehend digital content

7. Understanding of certain areas of study

• Gamification serves 3 purposes:

1. Changes behaviours

2. Develops skills

3. Drives innovation

WHAT IS

ENGAGEMENT ?

But after all...

ENGAGEMENT

IT IS A MUTUAL COMMITMENT BETWEEN THE ORGANIZATION

AND THE EMPLOYEE

ENGAGEMENT Can also be defined as…

awakening the employee's potential for high performance

ENGAGEMENT

It’s the delivery that goes beyond…

what people would offer

ENGAGEMENT

Is about capturing

the hearts and

the minds

of the employees

ENGAGED EMPLOYEES

Are

480% more committed to the success of

the organization

ENGAGED EMPLOYEES Are

250% more likely to indicate

improvements in all areas

This is your organization

7 out of 10

Are disengaged – they wait for things to happen

This is your organization

According to a global survey conducted in 2013

Gamification and learning retention

10% - 15%

retention of content in traditional learning

40% - 50%

retention of content in gamification

SSP ANAC ANAC has a Programme related to the implementation of the SSP. One of the 8 Projects of this Programme is the revision of the Training Program in Safety Operations, which was published in 2014.

•Six diferent tiers of knowledge/engagement:

1. Senior management;

2. Managers

3. Safety Inspectors;

4. SSP Auditors;

5. SMS Auditors;

6. All other employees

Explain the role of ANAC in the SSP;

Exemplify how their actions may impact on ANAC activities related to Operational Safety;

KM and Innovation at ANAC

Technical Branch dedicated to:

1. Knowledge management

2. Innovation

Tools/Methodologies used:

•Design Thinking

•Blockchain

•Gamification

Way forward / what we foresee

Blockchain – is a continuosly growing list of records, called blocks, which are linked and secured using cryptography.

Inviolability of :

•Training Certificates;

•Licenses;

•Registration

Design thinking – approach that generates solutions to observed challenges that impact stakeholders.

It fosters:

•Innovation culture;

•Development of Projects;

•Regulatory activities;

Trail Encounters

Learning Map

Drawing of learning trails from different audiences and

mapping platform interactions

Applied Gamification

Definition of

gamification and engagement

resources to be used and

gamification of interactions.

Digital Game Jam

Brainstorm, Ideation e

prototyping of multiple digital learning games within the trails.

First Impact

Choice of the digital game with greater potential

for generating high impact and

engagement +

Refining

1st 2nd 3rd 4th

Trail Encounters

Taking off

Completion of the first digital game and creation of presentation of

the computerized platform.

Stuffing the Game

Co-creation of content, cases, challenges and

game experiences to fill the first digital game.

MVP

Construction of the first functional prototype by the production team, to tangibilize the

solution.

5th

THANK YOU!!

[email protected]